Stayed up way too late last night playing CoH. Well, I wasn’t planning on staying up that late, but when I signed on I saw the Hostess Heroes were up and about, so I just had to join in the fun.
A long, exhasting slog — literally, as I was both very tired and Ho Ho was chronically short on endurance — but I got her up to 17, which was fun. Good team which managed to avoid deaths despite some very red/purple characters and no Princess Peep (or other strong healer) to keep us going.
A Virtuous interlude
Hung out at Doyce & Jackie’s last night, and played CoH with Jack. Champion was down, so we fired up a couple of toons on Virtue (Honor the Flag and Copper Mountain) with Jackie bringing in a Kheldian named Rejoice and, eventually, bringing in a number of other player toons, including one of Mal’s and one of Rufus’s. A fun, if short, time.
So … want … to ding … 14 …
Patch notes
Now Testing in the Training Room – 3/31/06 – 11am CST. Not all that faboo, but a couple of interesting things.
Powers
• Leadership/Vengeance will no longer stack from multiple casters. In other words, only one application of Vengeance buffs can enhance a group at a time. [Pity, that, but not a huge issue to me.]
• Fixed combat Spam for IR Goggles. They no longer report that they increase your resistances.
• Changed To Hit Debuffs to use the 5/10/20 Enhancement progression. These were causing problems with Dual Enhancements (such as Hamidon Enzyme Exposure) [there’s more on this here and here.]
• Hurricane’s Repel effect is now slightly less abusive in PvP situations. It will still Interrupt Assassin Strikes, unless the Stalker has Repel Resistance, but it should no longer be possible to pin a player in a corner during Base Raids.
• PvPTaunt changes: When a player is being taunted, the effect can now be broken by running a good distance away. Additionally, hiding out of LOS of the taunter will cause the effect to expire sooner.
• You can now string multiple teleports in a row w/out delay of actual teleport function (does not wait for animation to finish). This fixes a bug that would sometimes cause skips in animation when stringing together multiple teleports. [Um … okay, I have to actually try that to see what they’re talking about.]
Badges
• Spider Smasher badge is now granted properly.
• Fortunata Seer badge is now granted properly
• Not all Ancestor Spirits were counting toeards the Swift Steel badge. This has been fixed.
• Longbow Tanker gladiator is now properly unlocked when the Politician badge is granted.
• Female Paragon Protectors defeated now count towards the 7th Generation Paragon Protector gladiator badge.
• All Madness Mages now count towards the Soul Binder badge.
Bases
• Characters in base raids are now set to an effective level of 50 rather than 40. (Preparation for 41-50 villain content)
• All Base Items are now level 50. This should make them more sturdy, and in the case of Base Defenses, more effective.
Tailor
• Fixed bug with sleeveless jackets that caused sleeves to be changed by default when players begin a Tailor session.
Chat
• Help Channel: New players will receive a new tab called “help” which defaults to a new server-wide help channel. We encourage experienced players to share their wisdom.
Existing players will not get this chat tab, and will have to add this channel to existing or new tabs. [Ooooh. I like. Now, if people will just use it as directed …]
• Chat spam limiter: You are now allowed one message per second, You are allowed to break the rule 5 times. Every second you don’t chat one rule break is forgotten. If you break the rule more than 5 times you will be banned from chat for 2 minutes. If you continue to try to spam while chat banned, you will continually reset your 2 minute timer. [Oh, yeah, baby! The Dash likes!]
CITY OF HEROES
City Zones
• Shadow Shard: Rebalanced the Kora Fruit award. Harvested fruit are now medium-sized inspirations rather than large-sized. [Not all that iimpressed with Kora Fruit anyway. Ho-hum.]
Badges
• Heroes can earn a badge by defeating Mu Guardians.
CITY OF VILLAINS
Powers
• Fixed a bug that was causing Longbow Wardens with the Gravity Distortion power to do too much damage.
• Void Hunter Rifle no longer does extra damage to Kheldians. The Stun and Knockback effect against Kheldians has also been removed.
• The Longbow Boss, Romulus, has had his resistances increased.
• Stalkers’ Placate ability no longer grants the same strength Stealth in PvP as Hide. It is now roughly 75\p of that value. This should reduce the ability of Stalkers to fade out of view of an entire group of players after attacking.
• Fixed Lethal portion of Dominator Plant Control Roots — it was doing unresistable damage and should not have been. Also, the lethal damage will no longer report as smashing in the combat log.
• Corruptor Heat Loss power was not modified for PvP, allowing it to drain 4 times as much endurance from players as intended. This has been corrected.
Missions
• Changed Psimon Omega missions to span 30-35 (to match contact level range).
• Changed re-spec trials so that they go 24-33 and 34-40 (Preparation for 41-50 villain content)
• Now Arbiter Leery will always be willing to talk to you after you’ve done the respec trial.
• Completing Mongoose’s mission arc once again grants a souvenir.
• Completing Billy Heck’s mission arc grants a souvenir.
City Zones
• Bloody Bay: Patrol missions now correctly award experience upon completion.
Installation
• Fixed issue when launching City of Villains for the first time (from a fresh install) in 98/ME. An error message appeared stating that 1024×768 is not supported in fullscreen mode and that the resolution is being switched to 800×600. 1024×768 resolution was and is supported.
Patron Powers
Mechanics and specifics of the new CoV high-level “Patron Powers” — the equivalent (with various game material overlaid) of the Epic Power Pools in CoH. Cool. I doubt I’ll get a character that high — but stranger things have happened.
The info will also be available in game before you choose.
Report to me in the transporter room
Thanks to a big wave of salvage downloads (it took about 45 minutes for Zazi to accept all the crap Psi-clone had in his pockets), the CoJ now has a couple of teleport pads.
One pad goes to Perez Park and the Hollows.
The other pad goes to Dark Astoria and Boomtown. (I’m somewhat certain of the latter — I was relying on Margie’s recollection when she came upstairs.)
As part of the Alliance, our pads are open to any other coalition group (only fair, since we use the Phalanx pads to Crey and Striga on occasoin.)
Once I confirm the second pad locations, I’ll post something up on the boards.
Countdown – 0.47 …
Despite only running one mish last night, Psi-clone got up to 49.53, largely because of going back to Maria Jenkins and getting his arc conclusion credit for the Praetorians.
Started late, ran the mish, the spent the rest of the evening with Zazi emptying his pockets of about 400 lbs. of salvage. Yeesh.
I smell respec!
Okay, so Mental Blast from the Psionic Mastery epic pool is a real bust – lowish damage, very slow (3 sec) activation.
So I’m looking for a replacement power. I noticed this evening that I have a respec, so …
Top choices:
- Flash: I don’t have any AoE spell (beyond pets), so this might be handy, just as another tool on the belt. It’s a low-level Illusion Control power, an PAoE blind.
- Superior Invisibility: On the one hand, not really necessary given that I have Group Invis. On the other hand, being a toggle instead of a click, it would allow me to do the Invis thing indefinitely. That might be nice.
- Regenerative Aura: Nobody turns down Regen Aura on the team. I’d rather do something more aggressive than add another Empathy power, but, it’s a very nice Empathy power, doing an AoE health recovery boost for 60 seconds. Wouldn’t be able to fully slot it, though, so 8 minute recharge or 37.5 Endurance cost would stay highish.
- Vengeance: I had this planned at one point, then dropped it. Add DMG, ACC, DEF to a team (AoE) if someone on it dies. Might be cool to have, though only as a team player, less useful as a duo …
Other powers in the pools I don’t have are Absorb Pain (I’m usually the one low on HP, thanksverymuch) and Clear Mind (definitely not something I need with Amorpha). Also Health (I’m an Empath), Hover/Group Fly (yawn), Flurry (I have Air Superiority), Super Speed (hmmmm), and Maneuvers (which is so tiny an increment these days, from my understanding, that it’s not really worth it). Oh, and Psionic Tornado (definitely not in keeping with the character).
Thoughts? I’m leaning still toward Flash, but I can see how Vengeance might be situationally handy.
AV vs. Elite Boss
Okay, went back and actually read the only thing I could find on the subject, back here. Statesman said:
AND now…we’re changing the way Archvillains spawn. A ton of forum goers disliked adding so many AV’s into missions a while back…so we’ve come up with a solution. If the team size and mission difficulty are ABOVE a certain level, an Archvillain spawns. Below that, players will face only an Elite Boss. If the mission is set on the first two levels of difficulty, it takes 4 heroes or more to spawn an Arch Villain. On the third level, 3 heroes or more. On the fourth level, 2 heroes. On the highest (Invincible), a solo hero will spawn an AV.
So, for PC/A, we should be able to still get Elite Bosses at the 3rd level of Reputation — which should get us better (tougher) spawns, but still keep it in the duoable Elite Boss range.
We’ll have to give that a try.
Good guide to reputation here.
The third level is:
Rugged/Vicious – Mission spawns at +1 level to your level (i.e. +0 to +2 mobs, but usually mostly +1 with some +2). Spawn sizes are normal. AVs become Elite Bosses when team-size is two or less.
And this worked great — we did a (non-AV/EB) mish and, carving through orange and reds, the XP was faboo — about 14-15K/minute. Keep that up, and we could be at 50 in 3 hours or less.
As Margie noted, we need to consider what we want our Big Mish to be.
CoH Trivia
According to Statesman, did you know …
-that Dr. Vahzilok is named after George Vasilakos, owner of Eden Studios (for whom I co-wrote several RPG books).
-that the name Rikti came from a conversation where I said “Rikki Tikki Tavi is a cool name. How can we get that into the game?”
-that the name “Cryptic Studios” was inspired in part by the first RPG book I co-authored, “Cryptozoology.”
-that Shane Hensely, a current designer, created Deadlands.
-that Thomas Foss created a minis game Pirates!
-that Statesman was a character created in several pen and paper super hero RPG’s over a decade ago. Many former character names have found their way into the game.
The overall thread is full of all sorts of intersting CoH trivia. Some of which (“do you remember when?”) I actually, appallingly, remember.
More I7 stuff
Big article on I7. Coolest bit is the picture at the right, showing how Recluse’s Victory (Atlas Park, other-dimensioned) changes dynamically as the balance between Hero and Villain victories changes. Fun.
Recluse’s Victory, or what the Heroes know as Atlas Park, is the first PvP zone for the series. Heroes and Villains will vie for 7 strongpoints, called “pillboxes” places around the map. Waypoints to these pillboxes are always one click away (no fullscreen map fiddle-faddling needed) and have 4 heavy turrets a piece, which must be destroyed before the pillbox can be captured (and don’t forget that you’ll have to deal with PvP aggression in the meantime!). And when the pillbox is captured… I hope you’re sitting down for this…. a “temporal anchor” is placed, and the buildings around you dynamically re-skin to fit the faction’s vision- reskin not just for you, but for everyone in the zone! In Villain areas, drabness, dead trees, proganda posters, and other signs of Recluse’s influence is everywhere to be seen. Even the large Atlas statue turns to, you guessed it, Lord Recluse with arachnid legs wrapped tightly around the world. In Hero areas, it’s goody two-shoes cheerful cleanliness, flora and fauna, and Justice League banners. When one side captures all the pillboxes, they get five minutes of victory time to try to gain 1,000 PvP points as everyone jockeys for postion. Doing so yields you temporal enhancements that you can take out of the instance, such as a robotic tank. But the real show stopped is this zone-wide dynamic reskinning. It’s never been done before in any MMO, and it’s at least as cool as it sounds.
And also:
Finally, one of my original, comparatively meager complaints against City of Villains was the lack of truly villainous content. All that changes with Mayhem Missions. Whereas you used to get a bank or casino heist mission after completing five newspaper (randomly generated) missions. These special missions will go into the regular rotation, and Mayhem Missions will take their place. Basically, you grab a team of villains, enter a special instance, and wreak as much havoc as you can within a given timeframe. Commit federal no-nos like destroying mailboxes, municipal no-nos like fire hydrant destruction, and those innocent civilians wandering around… heh. It ain’t GTA, and you can’t defeat them, but you can sure make them run scared. Discrete thresholds based on how much damage you do award bonus time. Just about everything is destructible, including buildings! Set them on fire through setting bombs in side missions, or (in another side mission) raid a local shop for the phat loot. Sneak past roving cameras (which, when activated, spawn waves of the newly formed local police force) and break into vaults and secure areas. The rewards and loot you earn are considerable for the minimal time investment (20-30 min, though features like this are still being fine-tunes), and you’ll want friends to gang up for your raids so you’ll be invited to their Mayhem Missions.
Aside from Recluse’s Victory, there’s still (as earlier noted) no glitzy joy for CoH.
Quality of Life Features: (Hereos and Villains)
New Global Chat and UI features improve the overall ‘City of’ experience.
CoH Art Upgrades (Heroes)
City of Heroes gains reflective windows, added bump and specular mapping, a variety of higher resolution textures, and full screen depth of field effects.
New Costume Items
I just hope the Global Chat/UI features (of which I’ve heard zilcho details) make up for what will no doubt be further lagging graphic “enhancements.”
Countdown
Finished up the Praetorian arc last nightj with Psi-clone and Amorpha — Dominatrix and Marauder, followed by Tyrant. Took many fun pictures standing next to Statesman, who looked quite rugged.
I’m of mixed feelings regarding the whole AV/Elite Boss thing. On the one hand, it let us duo the whole grand story line, which was convenient and fun. On the other hand, they were almost too squishy — Tyrant was red, and, frankly, no real match for Amorpha even without much help from me.
If we redo the arc via Amorpha, I’d like to play with the settings a bit, to see if we can make them nastier without bumping them to AV level. AVs I’m pretty sure (given past experience, and their recovery rate) we can’t duo, but we should be able to find a way to make the EBs more of a challenge.
Now at 49.45.

Timing is everything
Freedom Phalanx Day — which I look forward to as a great reason to play Velvet — is Sunday afternoon …
… just when I’m leaving on a business trip for the week.
Knights Night — which I very much look forward to as a great reason to play Fazenda (in her new costume, no less) — is Thursday night …
… just when I’m flying back from my business trip.
*sigh*
Keyboard thing
I’ve had an issue over the past few weeks of odd keyboard buffering — most often manifesting with “Hey, I let go of the [w] key but I’m still running forward toward that very unfriendly group of purple mobs!” Well, I thought I was actually wearing out my keyboard, but now I’m thinking that’s not the case.
Last night, the same thing happened a couple of times dodging to the side (and running uncontrollably against the wall for a few moments).
And I’ve realized I’ve had a coincident problem with typing, where suddenly my typing in the chat window will queue up for multiple moments, with nothing coming out for a second or two, then the keyboard buffer slowly emptying. Which is, I’m thinking, the same problem (e.g., the [w] gets queued up while pressed and continues to then execute even after I let off the key).
Question is — WTF? And how to do I fix it?
Need to go to the boards, when I get a chance …
Bit and pieces
Ran with Ho Ho and Princess Peep last night, getting both to 16 and beyond.
I’ve decided, in retrospect, that I really ought to have gone for Taunt — the “Bite Me” aura is good with Invuln, but Axe is way too slow for punchvoke. Since my job is, often as not, trying to hold/control aggro for the biggest nasties (followed by standing up to same), not having Taunt is a problem.
Alas, I’m in the High Teens Rut (appropriate for Ho Ho), so this time I got Health (leading to the desperately needed Stamina at 20), and next time I have to get Invincible. Then Stamina. At 22, I start backfilling some of the Resists, but I’ll reevaluate at that time to see if I need to get Taunt (since the best Taunt is, of course, staying on your feet).
Until then, guess I just have to keep wiggling the butt and asking to be bitten.
Gameplay went pretty well — were in some nasty Lost mishes, but I (barely!) managed to stay on my feet. Unyielding rocks vs. Aberrents — never got mezzed once, and that was a good thing.
Afterwards, we pulled out PC/A to finish our (4th) costume mission slot. That should get us an added free costume token today, when the /cov fix goes in. Margie went on to do something similar for P-Siren and Araware.
Costume Curiosities – taking the Cost out of Costuming
The /cov patch will be going live with “tomorrow morning’s update,” so …
… since they’ll be giving out free costume tokens for each costume slot …
… if you have a toon that could open up a new slot, tonight would be the time to open it (even if you don’t actually fill it with anything).
So PC/A, who took their Founders Falls Icon mission last night, will be finishing their Nemmie hunt tonight so they can get the extra slot (and, thus, an extra free costume build). Give the cost of costuming, that’s a pretty nice deal.
Roleplay
So as I was going through my Character Update, I realized there was something missing, largely, in what I was writing.
Roleplay.
I mean, this is a MMORPG, right? And the Alliance is an RP group, right?
Well, frankly — my RP is just plain old turning to be largely situational. Posts when I think of it (I have a couple lined up for Torchielle and Lynn, and another one or two nebulously out there for PC), and always in RP character voice online, and open for RP chats if they come up. But I really don’t have strong, compelling stories to tell with these folks. Or, rather, I have too many other things going on to carve out time for strong compelling stories with them — especially since there’s the distraction of, well, gameplay. PC has a big story. Torchy does (or could). Most of my characters have strong backstories that could lead to something interesting.
But … that “could” will probably largely remain shallow, not going much beyond hints and motivations behind chit-chat and related activities.
I know there are folks who spend hours just standing around with their toons RPing. And I accept, respect, and, in fact, admire that. But I also look to CoX a lot for the opportunity to just bash on bad guys/opponents. I’m happy (in fact, more than happy) to do that IC, but I really … sadly .. am not going to be acting out the Great American Novel as part of the game. It doesn’t fit with what I want from the game, nor the circumstances in which I usually play it.
Hrm.
Character update
Current status of my various toons:
- 49 – Psi-clone: Continues the slow rise to 50. We’re playing him and Amorpha around 3 days a week, interfered with by fatigue, travel, and other commitments. We’re still making steady progress, though, carving through AVs-as-Elite Bosses. I do want to respec him, though — the Mental Blast from the Mind Mastery Epic Pool has been pretty wussy. I can do better. I also, once I7 hits, want to do something fun costume-wise.
(Hmmm. Just heard from Margie on something about that. More in another post.) - 31 – Velvet Jones: Hrm. When’s Phalanx Prestige Day? Hrm.
- 27 – Lynn Calodo: My ongoing solo character (though I’ve ended up on a few teams and conversations with various Shrike alts). She’s still deep in Striga territory, but doing quite nicely on Heroic, thanks much. As a solo character, not sure what, if anything, I’m going to do regarding TFs. Or, for that matter, respecs, though I don’t have anything I want to respec her to/away from.
- 26 – Torchielle: I can snipe! Yay! Having continue god-awful-area-damage fun with Hildegard. I find working with them to be relaxing.
Did a costume change on her, in conjunction with getting her a cape. That meant changing her hairstyle, which was only partially successful.
I am looking forward to a respec, though — I want to change her over to Fly from SJ. I think it makes sense for her, given her background, and I’m coming to decide that I like the flexibility of Fly. - 21 – Fazenda: Still need to show off my new “illegal” costume. The next Knight Night should be … probably while I’m on a business trip next week. Urg.
- 15 – Ho Ho: Missed out on her last week. Looking forward to playing with her this week.
- Mr. Azure, Amethyst Crown, Honor the Flag, Big Lungs, Al McGordo, Fr. Frank: Nada. I’ve been tempted to do a bit of soloing with Honor, but went with Lynn instead. And I’m looking forward to getting back to the Azures in the future.
- Mister Thorne, Mister Ravenous, Eliza Dee: Again, sadly, nada. Maybe a bit more on the CoV side once we’re done with PC/A’s rise to the top.
Jump!
I’m pretty certain I have this already on an alt (Velvet?), but just a note for future playing with: auto-Jump bind:
/bing J "powexec_toggleon Super Jump$$++autorun$$++up"
Actually, from what I recall, the main problem with this is that Paragon is full of annoying things to jump into and under, and Murphy’s Law of Super Jump states that given a choice, a toon will always be a few inches short of the rooftop, or will land in a fire-escape-thicketed alley, or just under a dockside.
Still, even though you have to watch and steer, it means less holding down of keys.
Countdown
Psi-clone and Amorpha are at 49.42.
Tonight we took down (as Elite Bosses, to be sure) Black Swan, Siege, Nightstar, Malaise & Mother Mayhem, and Diabolique and Infernal. (For those wondering, those guys as Elite Bosses generally are netting around 4K, with the missions earning around 30K.)
The Malaise/Mother Mayhem mish not only got the award for the Creepiest Set Dressing in CoH (the Asylum), but netted us the Portal Jockey Accolades.
Slow but sure …
Else-alt …
Hildy & Torchy dinged 26. Snipe!
Lynn dinged 27.
Blue Point dinged 37.
Here Be Monsters
Click on the “thumbnail” for a full-sized photo of some unpleasant customers:
From left to right, front row:
– Mantid (player character, just under six feet) [and the person who put this together]
– Adamastor (found in Dark Astoria. Keeper Of Secrets badge.)
– Kraken (found in Perez Park. Unleasher badge.)
– Clockwork Paladin (found in Kings Row. Knight Errant badge obtained for preventing him from being built)
– Babbage (found wild in Boomtown and as an ambush in the Synapse TF. Clockstopper badge, awarded always for the wild version and only sometimes for the Synapse version.)
– Jack-in-Irons (found in Croatoa with hordes of redcaps. Giant Killer badge.)
– Jurassik (found wild in Crey’s Folly, and as the final boss in the Numina TF. The Solution badge, awarded always for the wild version and very rarely for the Numina version.)
– Head of the Hydra (found at the end of the Sewer Trial. Head of the Hydra exploration badge sitting underneath it.)
– Winter Lord (2005 Winter Holiday event only thus far. Frozen Fury badge.)
– Lanaru (found at the end of the last Shadow Shard TF. All three Aspects of Rularuu (Ruladak, Faathim, Lanaru) are the same size. No badge per se.)
– Eochai (found in Croatoa with hordes of Fir Bolg. Pumpkin King badge.)
– Kronos Titan (ambush in a 45-50 Malta story arc. Master of Olympus badge.)
– Lusca (found in Independence Port, along with eight tentacles. Devilfish badge.)
– Crystal Titan (found at the end of the Eden Trial. No badge per se.)
Back row:
– Hamidon (found in the middle of The Hive. Hamidon himself is the big round thing in the middle, while lots of other smaller round things surround him in the goo. Heart of the Hamidon exploration badge almost directly underneath it.)
– Rularuu the Ravager (not in game yet.)